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Xephalo
2010-10-09, 03:14 PM
In an upcoming campaign i may be joining i intend to play a Wildshape Ranger (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#ranger), going into Master of Many Forms (Complete Adventurer). However, i am at a loss for what forms i should focus on using and what feats would be effective, as I've never played a character with shape changing abilities before.
Also, should i take all levels of MOMF? or is there a good drop-off point?

Thanks to all in advance.

Eloel
2010-10-09, 04:14 PM
If you want to drop off of MoMF at some point, 7 is ideal.

Dusk Eclipse
2010-10-09, 04:23 PM
AFAIK the best combat form you can get is probably the War Troll (MM III or IV), it is a monstrous humanoid so I think you can get it at level 2 of the prestige class)....other than that I suggest looking for forms that have different movement modes or stuff like that.

Coidzor
2010-10-09, 04:24 PM
A pair of potentially useful links if you haven't already seen the MOMF bible. (http://community.wizards.com/go/thread/view/75882/19528526/updated_Master_of_Many_Forms_Bible__official_wild_ shape_rules)

http://brilliantgameologists.com/boards/index.php?action=printpage;topic=3286.0

With Master of Many Forms, you could focus on Large+ anthropoidal forms (giant, fey, monstrous humanoid, maybe an aberration or two) with great stats and grab things like the power attack -> leap attack charging with a sizing weapon or a lock-down focused build (heck with a reach weapon (or just better reach than opponents) improved trip probably wouldn't even be necessary due to the size and strength modifiers that you could put into play. MOMF 7 could potentially with never outnumbered(skill trick) and imperious command (feat, Drow of the Underdark) find a Huge race with a hefty bonus to intimidate and make everything on the battlefield cower in fear and drop all their stuff.

Early on, I believe Fleshraker is one of the better medium animal combat forms with something like 5 attacks on a pouncing charge, three of which carry 1d6 dex poison (so each natural weapon is like an arcane channeled lesser shivering touch) which can render lower dex creatures helpless until they're picked off at the end of combat, allowing another pouncing charge.